by Chris Billowsin Playstates Theory0 commentstags: Games and Jung, Playstates
βOne of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves.β β C.G. Jung Β What does Jung mean in this quote? Why would other despise the invention of a good game? Is it that games require instincts and ‘men’ are in denial of said instincts? Is it because it is one of the hardest things to do? I can only imagine that Artists will resent this quote. I will agree with Jung. I think that good games are very hard to create. They are hard to create in large part because they requires that the designer understand that instinctive something about themselves. Its fascinating that Jung did not say that good games required good rules or mechanics. Instead he said it was about self-knowledge, and not just any kind of self-knowledge – instinctive self-knowledge. But isn’t Art also about self-knowledge? A way to explore one’s self? Jung had this to say: Β “Art is a kind of innate drive that seizes a human being and makes him its instrument. The artist is not a person […]
by Chris Billowsin Playstates Theory0 commentstags: Games Analysis, Playstates
I’ve updated and enhanced my Playstates Definition below. My plan is to continue to develop this theory and eventually establish a website dedicated to demonstrating how the theory works. Playstates is a theory that explains how different types of play coexist, combine together, and are recursive. The different types of play are each defined by a singular core trait that acts as a both a distinguishing and complementing characteristic. At present there are five different kinds or states of play. Toygrounds Role-Plays Puzzles Games Sports Each of the five Playstates can be defined as βThe Play of β¦β which represents the core characteristic. These are as follows: Toygrounds β The Play of Exploration. Toys β objects that are played with freely and with transient rules Playgrounds β spaces that are played with freely and with transient rules Role-Plays β The Play of Behavior. Conventional β behavior that comes naturally Subtle β behavior that contains hidden meaning Subversive β behavior that challenges conventions Fresh – a mix of characteristics that acts in harmony Campy – exaggeration of characteristics for effect Mirroring – mimicking behaviors of others Puzzles β The Play of Matching. Symbols β letters or […]
by Chris Billowsin Playstates Theory0 commentstags: Emergence, Playstates, Software Toys
The Playstates theory is defined primarily as as trait system. The five different Playstates are distinguished by their kind of Play so Puzzles differ from Sports, Role-Plays differ from Games, etc. But being distinct does not mean they are exclusive. Playstates can mix with each other to create new Play experiences. When somebody is completing a crossword puzzle, they are participating in the Puzzle Playstate. It is the Play of Matching and crosswords share that essential core trait with Soduko, Find a Word, and Match-3 Video Games. Whether it is done electronically or with a pencil and paper, the core trait of Matching is unchanged. The core trait of each Playstate is as follows: Puzzles is the Play of Matching Role-Play is the Play of Behavior Toys/Playgrounds is the Play of Exploration Games is the Play of Measurement Sports is the Play of Competition Each Playstate demonstrates a distinct type of play. When I test the model anecdotally, I find that so far it stands up to the testing. There is an inherent logic and wisdom that feels right. To demonstrate, let’s take a distinct Video Game genre, the Simulation, and see where it fits in the Playstates. […]
by Chris Billowsin Playstates Theory0 commentstags: Playstates
Being born in the Canadian Midwest (Winnipeg) I assumed that critical milestones in recreation and play took place in larger East and West coast metropolitan centres. It was the development of the computer industry that created this assumption. East-coast university hackers helped create the earliest game prototypes on mainframes while the West-coast hobbyist hackers helped create Arcades/Consoles/PCs. I thought that the middle of the continent was about farming and tornadoes. As I did research on Playstates and their origins, I discovered for myself an unexpected revelation. The Midwest (USA) played a huge role in the development of new kinds of play and recreation. Here is a list of important Playstate developments that took place in the Midwest: Year Location Details 1866 Macomb, IL Lizzie Maggie is born and would later create the Landlord Game in 1904, the predecessor to Monopoly. (Games) 1927 Chicago, IL Gottlieb is formed and begins manufacturing pinball machines (Games) 1931 Chicago, IL Bally is formed and begins manufacturing pinball machines (Games) 1938 Chicago, IL Gary Gygax is born and would later help create D&D in 1974 (Role-Play & Games) 1943 Detroit, MI Diana Paxson is born and would later help create the SCA in 1966; […]
by Chris Billowsin Playstates Theory0 commentstags: Playstates, Virtuous Discourse
An open letter to Chris Bateman responding to his blog-letter The Language of Games at Only A Game as part of the Republic of Bloggers. Feel welcome to provide your own input via the Comments! Dear Chris, I agree with you that language is important and is part of the reason we have some of the turf wars taking place in Game Development. By not agreeing on terms, limiting if you will, we end up arguing over things that should have been settled. In the music industry, we see accepted practices like pitch; keys, and time signatures. Yet despite a common language and tool set, we see new music being created all of the time. Limits help creativity. How else can we explain that with 26 letters we can write so much? I think that placing limits can paradoxically lead to a kind of liberation. Below I respond to specific points in your blog-letter: You wrote: ” I personally find this a fascinating perspective, particularly because I have not encountered this before.” I find this to be surprising since I consider my point that games are about the play of measurement to be a elucidation on your definition […]
by Chris Billowsin Playstates Theory, Republic of Bloggers0 commentstags: Game Philosophy, Games Analysis, Playstates
Over at Chris Bateman’s ihobo blog a great discussion was had relating to Video Games. Are Videogames Made of Rules? I inserted my two cents as you can see below. Hi Chris, I believe you have teased out a continuum of how humans interface with each other or solitarily with play. There is little doubt in my mind that Rules are required, but the fidelity they hold depends on what people want to get out of their play experience! Which is exactly your point. I believe that Rules are just one part of what I call the Imnersion Accords. I think you will find the following blog post validates your perspective: https://journals.billo.ws/the-immersion-accords/ As many have said in the comments, Rules are more tightly bound to when competition is a focus of play. What I would argue is that Rules exist to track measurement, which is what is unique to Games. You roll two dice, not three, or one when you play Monopoly. Forcing one player to roll a different amount of dice is unfair. But why is it unfair? Because the measurement of movement is so critical to the game space of a board game and all participants should […]
Recent Comments